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June 6, 2013
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Postmortem: Q-Games' Pixeljunk 4am 5
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Is Game Music All It Can Be? 48
by Andrew High [11.07.12]
In this extensive piece, professional composer Andrew High takes a look at what games get wrong and right when it comes to music -- with examples from games and film to illustrate exactly what is being done, could be done, and should be done.
Audio

Postmortem: Humble Hearts' Dust: An Elysian Tail 17
by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art

The Sound Design of Journey 13
by Steve Johnson [10.10.12]
How did one sound designer create the expressive audio canvas which underlies Thatgamecompany's acclaimed indie title? Sony Santa Monica's Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Audio


Contract QA: A dead end or a foot-in-the-door? Exclusive 34
by Patrick Miller [06.04.13]
A handful of experienced devs offer some career advice on how to break into the games industry for a down-and-out QA contractor and Kotaku contributor.
Audio, Production, Console/PC, Social/Online, Exclusive

A generative music system, built by Disasterpeace 7
by Gamasutra Community [06.04.13]
Rich Vreeland, better known as Disasterpeace (Fez) shares code for and explains a generative music system -- a "springboard" to use to leap into the world of code-based tunes.
Audio, Programming, Indie

A rhythm roguelike? The unlikely mix of Crypt of the NecroDancer 3
by Gamasutra Community [06.03.13]
Designing for a crazy blend of genres, managing an "indie dream team," and lessons learned from working on mainstream casual titles -- this Q&A with Ryan Clark covers a lot of ground.
Audio, Design, Production, Indie


Coding for Music 7
by Rich Vreeland [06.02.13]
Using code in games to actually create music, note by note, on the fly, is an underutilized idea that has potential to add huge value to games that aren't even focused on music, by offering an extra sense of authorship to the player's experience.
Audio, Indie

Symphonic Memories: Tales of Merregnon Studios (Part 4)  
by Audun Sorlie [06.02.13]
In this last part of the interview conducted in April, Merregnon Studios talks about their inspiration for Final Symphony, and gives the fans a message leading up the historic concert on May 30th.
Audio, Console/PC

Symphonic Memories: Tales of Merregnon Studios (Part 3)  
by Audun Sorlie [05.25.13]
In the third part of the roundtable discussion conducted in mid April, Merregnon Studios discusses the controversial Symphonic Legends, Uematsu's Odysseys tribute and Symphonic Fantasies Tokyo.
Audio, Console/PC

HDR Audio in Wwise: Best Practices (so far) 1
by Rev Dr Bradley Meyer [05.23.13]
Learn some best practices learned (so far) in using the new HDR audio feature in Wwise 2013.1. Originally published here: http://bit.ly/11OdWRS
Audio

Getting/Making Game Music that Fits - World Tour Series - Indian Music  
by Harry Mack [05.17.13]
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Indian music.
Audio, Indie